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Heal rate options and adventuring days
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<blockquote data-quote="Rhenny" data-source="post: 6022300" data-attributes="member: 18333"><p>I've never had much trouble with a short adventuring day, and so far with D&DNext it hasn't been an issue. Perhaps it is because of the adventure types we've been playing, perhaps it is because the monsters don't hit the PCs enough, perhaps it is because after 1st level, the HD healing that PCs have really seems to bolster them quite well for an adventuring day.</p><p></p><p>In the first playtest package at 1st level, it seemed that the PCs could adventure for hours (exploring, interacting) and then have anywhere near 2-4 combats (depending on difficulty of encounter) before they absolutely needed to rest. In the 2nd package, that number seemed to become more like 4-6+ (we played an original adventure and parts of Blingdenstone). </p><p></p><p>In both the 1st and 2nd playtest packages, when the PCs gain more HD of self healing, that really extends the adventuring day.</p><p></p><p>As for adventure design, both Caves of Chaos, and Blingdenstone make it possible for PCs to just go out and encounter a situation have a few combats and then return to a safe area, so if players wanted to take advantage of a short adventuring day, they certainly could. In fact, the way we played Blingdenstone actually has been pretty modular - one 2 hour session PCs interact, explore and combat to complete one of the quests in the adventure. That feels ok to us.</p><p></p><p>As for slower healing dial or faster healing dial, I think both will work for these types of adventures. To me it really just becomes a question of campaign feel. In a gritty game with slower healing, the campaign calender will pass more quickly as PCs come back to safe points to rest. Unless there is a time constraint in the adventure, they will most likely rest until they are at 100% hp; this is especially true in adventures like Caves of Chaos and Blingdenstone because the PCs can get back to safe areas relatively easily.</p><p></p><p>As for using xp values to decide how to challenge the PCs, right now it is nearly impossible. The values seem arbitrary. I just wing it, and quite frankly, I think the monsters are too weak to even judge how to build an adventure that will challenge the PCs over a full adventuring day. If I know that I want to challenge the PCs in a particular encounter, I generally just have a 2nd wave of attackers enter the scene at some point during the encounter. Sometimes they are similar monsters, other times they are more dangerous foes. As the game is now, this is the only way I can vary the adventuring day dial. Since using monsters (and making them up) is pretty easy at this point in the playtest, the flexibility of "in game" adjustments works pretty well.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6022300, member: 18333"] I've never had much trouble with a short adventuring day, and so far with D&DNext it hasn't been an issue. Perhaps it is because of the adventure types we've been playing, perhaps it is because the monsters don't hit the PCs enough, perhaps it is because after 1st level, the HD healing that PCs have really seems to bolster them quite well for an adventuring day. In the first playtest package at 1st level, it seemed that the PCs could adventure for hours (exploring, interacting) and then have anywhere near 2-4 combats (depending on difficulty of encounter) before they absolutely needed to rest. In the 2nd package, that number seemed to become more like 4-6+ (we played an original adventure and parts of Blingdenstone). In both the 1st and 2nd playtest packages, when the PCs gain more HD of self healing, that really extends the adventuring day. As for adventure design, both Caves of Chaos, and Blingdenstone make it possible for PCs to just go out and encounter a situation have a few combats and then return to a safe area, so if players wanted to take advantage of a short adventuring day, they certainly could. In fact, the way we played Blingdenstone actually has been pretty modular - one 2 hour session PCs interact, explore and combat to complete one of the quests in the adventure. That feels ok to us. As for slower healing dial or faster healing dial, I think both will work for these types of adventures. To me it really just becomes a question of campaign feel. In a gritty game with slower healing, the campaign calender will pass more quickly as PCs come back to safe points to rest. Unless there is a time constraint in the adventure, they will most likely rest until they are at 100% hp; this is especially true in adventures like Caves of Chaos and Blingdenstone because the PCs can get back to safe areas relatively easily. As for using xp values to decide how to challenge the PCs, right now it is nearly impossible. The values seem arbitrary. I just wing it, and quite frankly, I think the monsters are too weak to even judge how to build an adventure that will challenge the PCs over a full adventuring day. If I know that I want to challenge the PCs in a particular encounter, I generally just have a 2nd wave of attackers enter the scene at some point during the encounter. Sometimes they are similar monsters, other times they are more dangerous foes. As the game is now, this is the only way I can vary the adventuring day dial. Since using monsters (and making them up) is pretty easy at this point in the playtest, the flexibility of "in game" adjustments works pretty well. [/QUOTE]
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